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app.py
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from tornado import websocket, web, ioloop
import json
import uuid
import logging
import random
logging.basicConfig(level=logging.DEBUG)
def make_id():
return str(uuid.uuid4())[:4]
class Player():
registered = {}
def __init__(self, conn):
self.id = make_id()
logging.debug("initialising player {}".format(self.id))
self.conn = conn
self.game = None
Player.registered[self.id] = self
def new_connection(self, conn):
self.conn = conn
def exit(self):
"""
Exit game
"""
logging.info("{} exiting".format(self.id))
if self.game is not None:
logging.info("removing player {}".format(self.id))
self.game.remove_player(self)
self.game = None
def handle_message(self, message):
logging.info("player {} got message {}".format(self.id, json.dumps(message)))
action = message["action"]
if action == "identify":
self.name = message["payload"]
self.broadcast("got-name", self.id) # re-join key
elif action == "re-join":
payload = {"name": self.name}
if self.game is not None:
nxt = self.game.handle_rejoin(self)
payload.update({
## administrative info
"gameId": self.game.id,
"creator": self.game.creator == self,
"players": [p.name for p in self.game.players],
## game state info
"next": nxt, # pick up where we left off
})
else:
payload.update({
"creator": False,
"players": [],
})
self.broadcast("re-joined", payload)
elif action == "category-change":
self.game.set_category(message["payload"])
elif action == "clue-change":
self.game.set_clue(message["payload"])
elif action == "create":
self.game = Game(self)
self.game.add_player(self)
self.broadcast("created", self.game.id)
elif action == "join":
try:
game = Game.registered[message["payload"].lower()]
except KeyError:
return self.broadcast("error", "game-not-found")
if game.dasher is not None:
return self.broadcast("error", "game-in-progress")
self.game = game
self.game.add_player(self)
for p in self.game.players:
p.broadcast("joined", [p.name for p in self.game.players])
if self.game is not None and self.game.dasher is None:
self.broadcast("waiting", [p.name for p in self.game.players])
else:
self.broadcast("pls-answer", "")
elif action == "start" or action == "reset":
self.game.start()
elif action == "answer":
self.game.handle_answer(self, message["payload"])
self.broadcast("got-answer", "")
self.game.dasher.broadcast("player-sent-answer", self.game.answers_received)
elif action == "leave":
self.exit()
elif action == "add-vote":
self.game.add_vote(self, message["payload"])
elif action == "remove-vote":
self.game.remove_vote(self, message["payload"])
elif action == "calculate-scores":
self.game.calculate_scores()
def broadcast(self, action, payload):
msg = {"action": action, "payload": payload}
logging.debug("player {} broadcasting {}".format(self.id, json.dumps(msg)))
try:
self.conn.write_message(json.dumps(msg))
except:
logging.error("error writing to socket")
class Game():
registered = {}
def __init__(self, player):
self.id = make_id()
self.players = []
self._dasher_index = 0
self.dasher = None
self.creator = player
self.category = None
self.clue = None
self.answers = {}
self.shuffled_answers = []
self.votes = {} # player -> player (vote caster -> votee)
self.scores_finalised = False
Game.registered[self.id] = self
@property
def answers_received(self):
return len([a for a in self.answers.values() if a])
@property
def formatted_answers(self):
formatted = []
for player, answer in self.shuffled_answers:
votes = [c.name for c, v in self.votes.items() if v == player]
formatted.append({
"name": player.name,
"answer": answer,
"votes": votes
})
return formatted
@property
def yet_to_vote(self):
return [p.name for p in self.players if p not in self.votes and p != self.dasher]
@property
def vote_stage_payload(self):
return {"answers": self.formatted_answers, "yetToVote": self.yet_to_vote}
@property
def calculated_scores(self):
scores = []
for p in self.players:
if p == self.dasher:
correct_voters = [p for p in self.votes.values() if p == self.dasher]
if len(correct_voters) == 0:
points = 3
details = ["No-one guessed the right answer"]
else:
points = 0
details = []
scores.append({
"name": p.name,
"points": points,
"details": details,
})
else:
## did i guess the right answer
correct = self.votes[p] == self.dasher
votes = self.count_votes(p)
correct_score = 2 * int(correct)
## my votes + 2 points if i got the right answer
details = []
if votes > 0:
details.append("{} point{} for being voted for".format(votes, "s" if votes != 1 else ""))
if correct:
details.append("2 points for guessing the right answer")
scores.append({
"name": p.name,
"points": votes + correct_score,
"details": details
})
return scores
def calculate_scores(self):
self.scores_finalised = True
for p in self.players:
p.broadcast("show-scores", self.calculated_scores)
def set_category(self, category, notify=True):
self.category = category
if notify:
for player in self.players:
if player != self.dasher:
player.broadcast("category-change", category)
def set_clue(self, clue, notify=True):
self.clue = clue
if notify:
for player in self.players:
if player != self.dasher:
player.broadcast("clue-change", clue)
def reset(self):
self._dasher_index = 0
self.dasher = None
self.votes = {}
player_list = [p.name for p in self.players]
for p in self.players:
p.broadcast("waiting", player_list)
def handle_rejoin(self, player):
"""
After re-joining (e.g. refresh, phone sleeps etc), player needs to be
brought up to date. This method works out what the player needs to know
"""
## rejoining player will receive some basic state info, and a 'next'
## message directing their client to the right view
make_nxt = lambda a, m: {"action": a, "payload": m}
if self.dasher is not None:
if self.scores_finalised:
for p in self.players:
return make_nxt("show-scores", self.calculated_scores)
## we're in a game
elif all(a is not None for a in self.answers.values()):
## everyone has answered
if self.dasher == player:
return make_nxt("read-answers", self.vote_stage_payload)
else:
return make_nxt("listen-to-reading", None)
else:
if self.dasher == player:
return make_nxt("dasher", {
"responsesReceived": self.answers_received,
"answerReceived": self.answers[player.id] is not None,
"clue": self.clue,
"category": self.category,
})
else:
return make_nxt("pls-answer", {
"answerReceived": self.answers[player.id] is not None,
"clue": self.clue,
"category": self.category,
})
if self.answers.get(player.id, None):
return make_nxt("got-answer", "")
else:
return make_nxt("waiting", [p.name for p in self.players])
def add_player(self, player):
if player not in self.players:
self.players.append(player)
def remove_player(self, player):
remove_idx = None
for i, p in enumerate(self.players):
if p.id == player.id:
remove_idx = i
if remove_idx is not None:
self.players.pop(remove_idx)
if player == self.creator:
for p in self.players:
p.broadcast("error", "creator-left")
## clear up any references to this game, so it gets gc'd
p.game = None
del Game.registered[self.id]
return # don't reset
else:
if player == self.dasher:
self.reset()
else:
## notify all other clients that the player left
for p in self.players:
p.broadcast("joined", [p.name for p in self.players])
## clear their answer
if player.id in self.answers:
del self.answers[player.id]
if len(self.players) == 1:
self.reset()
def prep_answers_for_vote(self):
"""
Shuffle answers and store (retain order)
"""
clean = []
for player in self.players:
if player.id not in self.answers:
logging.error("Player id not in answers: {} {}".format(player.id, self.answers))
continue
clean.append((player, self.answers[player.id]))
random.shuffle(clean) # n.b. inplace
self.shuffled_answers = clean
def handle_answer(self, player, answer):
logging.debug("got answer from player " + str(player.id) + ": " + answer)
assert player in self.players
self.answers[player.id] = answer
if all(a is not None for a in self.answers.values()):
self.prep_answers_for_vote()
## round is complete, send answers to dasher
self.dasher.broadcast("read-answers", self.vote_stage_payload)
for p in self.players:
if p != self.dasher:
p.broadcast("listen-to-reading", "")
else:
for p in self.players:
if p != player:
p.broadcast("answer-received", p.name)
def start(self):
logging.debug("starting")
try:
self.dasher = self.players[self._dasher_index]
except IndexError:
self.dasher = self.players[0]
self._dasher_index = 0
self.answers = {p.id: None for p in self.players}
self.scores_finalised = False
self.votes = {}
self._dasher_index = (self._dasher_index + 1) % len(self.players)
self.set_clue(None, notify=False)
self.set_category(None, notify=False)
for p in self.players:
if p == self.dasher:
p.broadcast("dasher", {
"responsesReceived": 0,
"answerReceived": False,
"category": None,
"clue": None,
})
else:
p.broadcast("pls-answer", {
"answerReceived": False,
"category": None,
"clue": None,
})
def count_votes(self, player):
votes = [p for v, p in self.votes.items() if p == player and v != p] # can't self-vote
return len(votes)
def add_vote(self, _, payload):
## TODO: error handling
[player_who_voted] = [p for p in self.players if p.name == payload["who"]]
[player_voted_for] = [p for p in self.players if p.name == payload["votedFor"]]
self.votes[player_who_voted] = player_voted_for
self.dasher.broadcast("read-answers", self.vote_stage_payload)
for p in self.players:
p.broadcast("votes-for-me", self.count_votes(p))
def remove_vote(self, _, player_name):
## TODO: error handling
[player] = [p for p in self.players if p.name == player_name]
del self.votes[player]
self.dasher.broadcast("read-answers", self.vote_stage_payload)
for p in self.players:
p.broadcast("votes-for-me", self.count_votes(p))
class ConnectionHandler(websocket.WebSocketHandler):
def check_origin(self, origin):
return True
def open(self):
logging.debug("socket opened")
pass
def _write_error(self, msg):
payload = {"action": "error", "payload": msg}
self.write_message(json.dumps(payload))
def on_message(self, message):
logging.debug("received {}".format(message))
try:
parsed = json.loads(message)
## identification correspondence
if not hasattr(self, "_player"):
if parsed["action"] == "identify":
self._player = Player(self)
logging.debug("creating player {} after identify".format(self._player.id))
elif parsed["action"] == "re-join":
try:
## look me up
self._player = Player.registered[parsed["payload"]]
self._player.new_connection(self)
logging.debug("player {} re-joined".format(self._player.id))
except:
return self._write_error("player-not-found")
else:
return self._write_error("player-not-found")
## business as usual
try:
self._player.handle_message(parsed)
except:
self._write_error("unknown")
raise
except:
self._write_error("parsing-json")
raise
def on_close(self):
logging.debug("socket closed")
app = web.Application([
(r'/', ConnectionHandler),
])
if __name__ == '__main__':
app.listen(8081)
ioloop.IOLoop.instance().start()